/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position
true if we found a closest point
bool K2_GetClosestPointOnPhysicsAsset ( const FVector & WorldPosition, FVector & ClosestWorldPosition, FVector & Normal, [FName](API\Runtime\Core\UObject\FName) & BoneName, float & Distance ) const